@Flashman:
Modify US entry: Start @ turn 5.
Every time the CPs invade a neutral (non-aligned) moves US entry 1 turn sooner.
Every time the Allies invade a NAN moves US entry 1 turn later.
First RR or Fall of Moscow moves US entry 1 turn sooner:
That’s a great mechanic.
@Flashman:
The first time the RR is eligible to occur, consider this the first (February) revolution, bringing a Republican, but pro-Allied government to power (welcomed by Washington). The CPs may, but are not obliged to, sign a treaty with this government, or they may choose to fight on. They may decide to delay acceptance in order to gain control of more Russian tt before the armistice, or attempt to take Moscow.
The 2nd time the RR condition occurs (October - Bolshevik crew) the CPs get their last chance to sign a treaty.
If the CPs sign a treaty with the Republicans, the war ends for Russia and no 2nd Revolution (Communist takeover) occurs.
This gives the option of allowing the treaty to occur or not instead of it being automatic. Gives the CPs the power to choose depending on the situation of the war in each game. I like that better that playing with the optional rule or not: Make the rule automatic but the option is up to the Central Powers.
@Flashman:
In all cases, if the CPs either sign a treaty with Russia OR capture Moscow for the first time, they get a release of POWs of 1 infantry per full round played per power still at war with Russia.
Indeed this should be a general rule for countries that lose a capital; they must return POWs to all their active opponents @ 1 inf per power per completed round.
In the case of USA or (turn 2 entry) Italy the number must be calculated from their starting “at war” round.
That’s the best idea I’ve heard in a while, and not just for this version of the game but for any A&A game. I’d like to see the idea of POWs explored.